Kavil, Dace Bonearm and Guri(High Pilot Skills)

By Zazaa, in X-Wing Squad Lists

Any comments to my new squad built?

Kavil(24) Y-wing

-Veteran Instincts(1)

-Blaster Turret(4)

-R4 Agromech(2)

Dace Bonearm(23) Hwk-290

-Veteran Instincts(1)

-Ion Cannon Turret(5)

-K4 Security Droid(3)

Guri(30) Starviper

-Veteran Instincts(1)

-Advanced Proton Torpedos(6)

I am thinking that using R4 Agromech with Kavil is good idea when combining with the Blaster Turret that uses Focus when attacking to give free Target Lock. It would balance out the loss of Focus every turn I would imagine. For Dace Bonearm the Ion Cannon Turret is almost must if you want to take everything out of his pilote skill and using K4 Security Droid would go nicely with the stress taken when using his pilot skill. Guri adds some agility and firepower to this squad and I think that she is made for the Advanced Proton Torpedoes with her free Focus token if she is at range 1'' from enemy. All she needs is Target Lock and she can finish one ship with one hit with good chance or injure one badly. I did choose Veteran Instincts to all of the pilotes because I wanted that they have the advantage of shooting first and moving last, Dace and Kavil with their pilot skill 9 and Guri has good chance of shooting first with her skill at 7.

I am about to test this squad on my next game and let you guys know how it went and try to add small list of pros and cons as well :)

I am really of the opinion that if you can't get to at least PS 9 (maybe 8) with VI, then don't bother with it. That said, maybe taking Determination or Adrenaline Rush on Guri might be more useful. Also, I don't know about APTs. Personally I rather take FCS, ATs, and Inertial Dampeners on her.

It does make her the most dangerous threat though... Could keep the heat off of Kavil and Bonearm.

Edited by Jo Jo

I would drop the the APT's and take the title and a sensor jammer on Guri. this will help him survive longer against swarms and possibly waste focus tokens from attackers. VI I would change to determination just to make sure that guri keeps the pilot ablitiy.

Guri w/ title, lone wolf, sensor jammer, autothrusters = 39 pts of pure BEAST! Best Guri build I've seen yet. Inertial dampeners are optional if you have the extra point...

I love Dace Bonearm, probably more than anyone else in the history of ever, but I don't think he's worth it without a second source of ions. I've tried it (gods know I've tried it), and your chances of him whiffing or not having any shots simply seems too big. Even with the K4 to TL+Focus, you're running a solid chance of having turns where he's simply not going to get that hit in for the double ion damage fun. He's still far from terrible and incredibly fun to fly (especially against people that already hate ions), but if I wasn't blinded by my obsession for him I'd wager it isn't worth the point cost, especially since for 3pts less you could get Palob... who, yeah, is probably more effective as just a single ship... and in support of non-ioning folks. Won't have that high-PS you're looking for, however.

I've actually been having a lot of fun flying him with Kavil with both loaded out with ICTs. You'll get solid control, and throwing seven dice is virtually a guarantee you'll get that sweet extra ion damage to start rolling. And it's incredibly sweet if both of em' can each ion a different ship, and you're still burning em' down with his ability. Turns Dace into a constrictor that just keeps tightening the grip on an immobilized enemy.

Here, I came up with this:

Kavil

Ion Cannon Turret

Unhinged Astromech

Veteran Instincts

Dace Bonearm

Ion Cannon Turret

Veteran Instincts

K4 Security Droid

Guri

Calculation

Virago

FCS

Inertial Dampeners

Autothrusters

FCS will improve Guri's already awesome action economy, and then Calculation will allow her to further exploit it. Then Dace and Kavil work together for a 1-2 ion punch for control and surprisingly solid damage (especially considering it shouldn't be too hard to keep out of arcs with the enemy just floating).

You could also drop either Calc or the Dampeners from Guri for an initiative bid, or also drop one of em' along with the K4 to give Dace an Engine Upgrade (which I LOVE on him along with VI, given how predictable his movements are without it. With it, he can arc dodge... well, not with the best of them, but well enough to keep the fragile HWK alive a lot longer than it has any right to).

Here, I came up with this:

Kavil

Ion Cannon Turret

Unhinged Astromech

Veteran Instincts

Dace Bonearm

Ion Cannon Turret

Veteran Instincts

K4 Security Droid

Guri

Calculation

Virago

FCS

Inertial Dampeners

Autothrusters

FCS will improve Guri's already awesome action economy, and then Calculation will allow her to further exploit it. Then Dace and Kavil work together for a 1-2 ion punch for control and surprisingly solid damage (especially considering it shouldn't be too hard to keep out of arcs with the enemy just floating).

You could also drop either Calc or the Dampeners from Guri for an initiative bid, or also drop one of em' along with the K4 to give Dace an Engine Upgrade (which I LOVE on him along with VI, given how predictable his movements are without it. With it, he can arc dodge... well, not with the best of them, but well enough to keep the fragile HWK alive a lot longer than it has any right to).

I was looking at a similar list. It had Kavil with Blaster and Agromech instead of Ion and Unhinged, and the 37 points you've spent on Guri were building a fat Palob (30pt Blaster Recon Crow Setup + Predator + EU). My only worry is that if Palob goes down too fast, the less maneuverable two ships might not be able to chase a Dash or IG-88C around the board fast enough. Your list should have similar concerns since Guri is the only one capable of chasing people, but he can only do it at PS7, tops.